@dental: "ERROR: No types found" is the problem here.
Those "No such file or directory" messages are OK. The table first tries to find the files locally and when not found, it uses the ones stored in cheat table:
1. Attempt to load it from your HDD: Can't open lua file C:\Users\Administrator\Documents\My Cheat Tables\lua\MemRec.lua in r mode (C:\Users\Administrator\Documents\My Cheat Tables\lua\MemRec.lua: No such file or directory)
2. As a fallback it loads the file from cheat table: Module MemRec loaded from cheat table
This is how I work on it. I have those files on HDD and when I update them, and later they are loaded from file, it also updates the one in the cheat table. Then I save the cheat table and everything inside is up to date and ready for publishing.
So for now I can only recommend you to restart the game until this "ERROR: No types found" is no longer there. On my PC it works 100% of times so I can't reproduce it and therefore I cannot easily hunt it. I will need to think more about it and it will take some time. Anyway thanks for the report.
How to use this cheat table?
Install Cheat Engine
Double-click the .CT file in order to open it.
Click the PC icon in Cheat Engine in order to select the game process.
Keep the list.
Activate the trainer options by checking boxes or setting values from 0 to 1
@dental: yet another test. Open the attached table below, attach to the game process while in main menu, in the CE scroll down to DEBUG group, open it, and activate the last record called FindTypes. Then take all text in the Lua Engine window into the clipboard, paste it to a new text file and attach this text file to your reply.
This is full scanner written in C that scans for the types metadata directly in the game process. If it will succeed on your computer, I will incorporate it into the scripts so that it will be used as a fallback for the cases like you.
Anyway, hopefully the attachment shows up. It should have the output you requested.
Thanks for the explanation. I'm not that familiar with lua. My cheating experience so far is limited to no op assembly calls, pointer and other basic scans.
WOW! It worked!
pBegin = 0x023AAEDDE418, -- this line with non-zero value means it found the types metadata
pBaseAddr = 0x023AAEDA0000, -- and this explain why my lua script didn't find it (0x023AAEDDE418 - 0x023AAEDA0000 = 0x3E418 = 255000)
This means that your types metadata begins much further away (255000 bytes) from beginning of the region, than I expected.
So now I must find some way to use it as a fallback.
Thank you! Now the ball is on my side.
New version that should fix major problem for some users:
D4X.00.051.R.CT (2022-06-14)
- fixed "ERROR types not found" reported by @dental (if LUA code doesn't find the game types metadata, the new C function is injected into the game that should find it)
method "update" not found in cls "logic.Upgrades"
ERROR: no method update
stack traceback:
[string "-- err.lua --
..."]:51: in function 'errn'
[string "-- err.lua --
..."]:56: in function 'err'
[string "-- hl.lua..."]:127: in function 'hl.ResolveMethod'
[string "-- hl.lua..."]:174: in function <[string "-- hl.lua..."]:173>
Error:[string "-- hl.lua..."]:127: no method update
MR logic.Upgrades:update [id=036] is no longer current
D4X.03.001.R.CT (2022-06-27)
- fixed "update" method not found in class "logic.Upgrades" reported by @russel5 (the method was renamed to "regularUpdate" in game v0.2.4.16135)
I found another strange bug. Lately I have always chosen an insane level of difficulty, but the AI does absolutely nothing, does not capture territories, does not develop - nothing. Recently I noticed such a thing, when an AI tries to capture a village, the militia destroys its army in a couple of shots. I decided to check and disabled the option in the table responsible for God Mode and voila, the AI began to develop at lightning speed, capture territories and it became interesting to play. The militia no longer destroys the AI army in a couple of shots.
P.S. and worms always eat my army and harvesters with your table